The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
The Drow War Book Two. The Dying Of - RoseRed
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90<br />
<strong>The</strong> rays are grouped in sets of two. Each set is confined<br />
to a 90-degree arc: forward, rear, left and right. <strong>The</strong> first<br />
ray that the Animus Operative fires at a target defines its<br />
orientation for that round. <strong>The</strong> rays are as follows:<br />
Forward Arc<br />
Confusion: <strong>The</strong> target must succeed on a Will saving<br />
throw or be affected as though by the spell. <strong>The</strong> Animus<br />
Operative uses this ray to get groups of adversaries used<br />
to their members behaving unpredictably, so that when<br />
one of them is possessed by a stored soul, their erratic<br />
behaviour can be blamed on lingering confusion.<br />
Disintegration: <strong>The</strong> target must succeed on a Fortitude<br />
saving throw or be affected as though by this spell.<br />
<strong>The</strong> Operative uses the ray on opponents it believes<br />
would be useless, or at least non-optimal, as possession<br />
candidates.<br />
Rear Arc<br />
Dispel Magic: <strong>The</strong> Animus Operative uses this ray<br />
to remove a target’s magical defences, in particular<br />
protection from evil, which would prevent the souls it<br />
carries from being able to possess a target.<br />
Enervation: A creature struck by this ray is affected<br />
by enervation as per the spell. Every negative level<br />
bestowed on the target creature grants five temporary<br />
hit points to the Animus Operative. It uses this ray to<br />
repair itself and to weaken potential victims before soul<br />
transfer.<br />
Left Arc<br />
Exhaustion: <strong>The</strong> target of this ray must succeed on a<br />
Fortitude saving throw or become exhausted. Creatures<br />
that succeed on their saving throws are merely fatigued.<br />
<strong>The</strong> Operative employs this ray to prevent victims from<br />
running away.<br />
Hold Person: A creature hit by this ray must make a<br />
Will saving throw or be affected as if by the spell. <strong>The</strong><br />
Operative uses this ray to paralyse targets prior to a<br />
possession attempt.<br />
Right Arc<br />
Repulsion: A creature struck by the repulsion ray must<br />
make a Will saving throw or be affected as if it had<br />
entered the field of a repulsion spell. <strong>The</strong> Operative<br />
uses this ray to keep dangerous opponents at range so<br />
that it can bring its more deadly rays to bear against<br />
them.<br />
Feeblemind: A creature struck by the feeblemind<br />
ray must make a Will saving throw or have its mind<br />
enfeebled as if by the spell. <strong>The</strong> Operative reserves the<br />
use of this ray for spellcasters whom it wants to strip of<br />
their abilities or possession targets whose Will saving<br />
throw modifiers it wants to obliterate. A feebleminded<br />
character whose soul is transferred into a storage stone<br />
remains feebleminded while he is in there.<br />
Shocking Tendrils (Su): <strong>The</strong> creature’s tentacles deal<br />
3d6 points of electrical damage with a successful hit. In<br />
addition, the target must make a Fortitude saving throw<br />
(DC 22) or be stunned for one round. <strong>The</strong> save DC is<br />
Charisma-based.<br />
Soul Transfusion: <strong>The</strong> Animus Operative is designed<br />
to hold five soul storage eggs, which function in the<br />
same way that a magic jar does (see below). When the<br />
Animus Operative comes within range of a potential<br />
target (the range for these souls is 130 feet), the first<br />
Myrrik wizard soul within the eggs can attempt to<br />
possess a victim, forcing its soul into the receptacles<br />
(see the magic jar spell for more details). Souls stored<br />
inside the Animus Operative act on the Operative’s<br />
initiative count.<br />
<strong>The</strong> souls inside these eggs have an additional advantage.<br />
<strong>The</strong>y can see and hear what the Animus Operative itself<br />
sees and hears, so they can choose which targets they<br />
would prefer to occupy. <strong>The</strong>y cannot, however, use its<br />
Spot and Listen skills actively, nor do they use their<br />
own ability score modifiers. <strong>The</strong>y simply have the<br />
information relayed to them.<br />
One of the souls is ‘first in line’ and this one can<br />
communicate with the Operative and give it instructions,<br />
such as ‘destroy the big one with the axe, but paralyse<br />
the one with the spellbook’. Once that soul has left<br />
its egg, another one is freed to communicate with the<br />
Operative. Only the soul that is first in line can attempt<br />
to possess a target. <strong>The</strong> souls in the other eggs must<br />
wait until it has left before the next of them can make an<br />
attempt. If the soul that is first in line fails to possess any<br />
of the available targets, it cannot step out of sequence<br />
and let another soul try.<br />
Typical Myrrik Wizard Souls, Myrrik Wiz13: CR<br />
13; Medium undead (incorporeal); HD 13d4; hp 32; Init<br />
+0; Spd 0 ft; AC n/a; Base Atk +6; Grp —; Atk —; Full<br />
Atk –; AL LE; SV Fort +4, Ref +4, Will +9; Str —, Dex<br />
—, Con —, Int 20, Wis 12, Cha 17.<br />
Skills & Feats: Bluff +11, Concentration +16, Decipher<br />
Script +13, Knowledge (arcana) +13, Knowledge<br />
(geography) +13, Knowledge (history) +13, Search<br />
+10, Spellcraft +15, Swim +8; Combat Casting, Craft<br />
Wand, Craft Wondrous Item, Enlarge Spell, Quicken<br />
Spell, Scribe Scroll, Spell Focus (Necromancy), Spell<br />
Mastery (magic jar).<br />
Ibon Presno Gonzalez (order #73006) 8